Small party composition

Revinor

First Post
Normal party is expected to contain 5 PCs of various classes. In such configuration, many combinations of classes are possible while still being effective as a group. With 2 or 3 person parties, it will be a lot more tricky. Obviously, you cannot put 2 PCs versus 5 monsters of same level - but you can try them against 2 monsters of same level, or few mobs from lower levels.

My question is, what do you think are reasonable configuration of classes for 2 and 3 person groups? Something which will give some chances of surviving the combat encounters versus monsters according to 2-3 persons worth of xp.
 

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I imagine a good combination be:

-Striker (Ranger or Warlock)
-Defender (Fighter or Paladin)
-Leader (Cleric)

This would be the rounded out class.

-Defender (Paladin)
-Defender (Fighter)
-Controller (Wizard)

This one would let you keep monsters bundled up, while the Wizard blasts them.

-Striker (Ranger)
-Striker (Warlock)
-Leader (Cleric)

You could really dish out some damage, but a Cleric be necessary to keep them alive for long.

For any of the Strikers, they could be replaced by a Rogue if traps, locked chests, etc. are key part of the game.
 

Lots of good choices.

Cleric/Fighter is classic, with the fighter taking a beating and the cleric keeping him standing.
Wizard/Fighter offers blasting from behind a meat shield.
Dual Ranger could be fun. Stealth and ranged attacks should allow for frequent ambushes.

Heck, it'd be a harder question to ask which combinations wouldn't work. As long as your strategy matches your resources, you ought to do OK.
 

I'd go with leader and defender. You can heal, you can negotiate with NPCs, and you can take the hits.

Out of the PHB, I'd recommend dwarf paladin and dragonborn warlord. Paladins are the most durable defenders, and they can heal. Warlords can hang in melee, so these two would move as a unit, side-by-side.

Dwarf for the paladin for the extra surges from Con bump, the 2nd wind as minor action ability, and the extra lay-on-hands-per-day from the wis bump.

Dragonborn for the warlord for the Str bump, and because the breath weapon gives at least one AOE attack power.

This party of two lacks ranged powers, and its slow, so you'll need to rely on only basic ranged attacks until you can close. I'd pack heavy thrown weps to take advantage of str. Spears and throwing hammers, what for to still allow use of shields.

Alternatively, I'd consider dwarf paladin and elf cleric. In this case the cleric would hang back (way back) and attack with bow or ranged spells. This might leave the paladin too exposed, though, and each character out of range of each other's healing (lay-on-hands is touch).

-z

* If adding a third member, I'd consider a striker: an eladrin rogue. Best defense--and offense!--is a good offense.
 
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In some ways, I think smaller number of party members vs smaller numbers of monsters is actually more survivable than your standard 5 vs 5.

The reason is in 5 vs 5, you might have 2 artillery or strikers in the group, and they will likely try to hit the weakest character (the wizard). A wizard will go down quick under such a barrage.

3 vs 3, you may have one striker, so that's less gang banging for any single character to worry about.
 


I'd go with three clerics myself.

Good AC.
Damage is decent, even if not as good as strikers.
Decent hit points/surges.
6 heals as a minor action encounter power in a group of three can't be a bad thing.

The lack of defender won't really matter because everyone is capable of absorbing some hits for a few rounds.

Skills are lacking obviously. No real chance of surpising anything unless you spend some feats slots probably.
 


The basic needs for combat:
Healing
Single target damage
Multiple target damage
Staying power (defenses/hp/healing surges)
Crowd control

Paladin (staying power/healing)
Wizard (multiple target damage)
Ranger (single target damage)

You really need four characters for a well rounded party, in which case I would go for:
Fighter (staying power, crowd control)
Wizard (multiple target damage)
Ranger (single target damage)
Cleric (healing, some crowd control)

The fighter is great for clumping enemies together because of Tide of Iron and Combat challenge. Which again helps the wizards at will/encounter/daily AoE spells.
 

cdrcjsn said:
I'd go with three clerics myself.

6 heals as a minor action encounter power in a group of three can't be a bad thing.

Well, remember that healing doesn't just come out of thin air in 4E. It requires the expenditure of the target's limited number of healing surges. Once those surges are gone, the healing stops--even if Bob Cleric still has 6 uses of "healing word". One of the things I like about 4E is that it introduces the mechanical concept that there's only so much punishment a body can take.

In other words there's no such thing as a happy stick (wand of CLW) that can keep adventurers flush with HP until depleted of charges. Healing now comes from within, excepting the Paladin's sacrificial Lay On Hands ability of course.
 
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